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前端Lua

local config = { [1] = { id = 1, name = "踏上征程", next = 2, }, [2] = { id = 2, name = "出发学艺1", next = 3, }, [3] = { id = 3, name = "出发学艺2", next = 4, }, [4] = { id = 4, name = "出发学艺3", next = 5, }, [5] = { id = 5, n

前端Lua

local function zhuanpan(msgID, msgData) local result = SL:Split(msgData, "#") local screenWidth = SL:GetMetaValue("SCREEN_WIDTH", 0) local screenHeight = SL:GetMetaValue("SCREEN_HEIGHT", 0) local parent = GUI:Win_Create("zhuanpan", 0, 0, 0, 0, fal

前端Lua

local function zhuanpan(msgID, msgData) local result = SL:Split(msgData, "#") local screenWidth = SL:GetMetaValue("SCREEN_WIDTH", 0) local screenHeight = SL:GetMetaValue("SCREEN_HEIGHT", 0) local parent = GUI:Win_Create("zhuanpan", 0, 0, 0, 0,

前端Lua

local function zhuanpan(msgID, msgData) local result = SL:Split(msgData, "#") local screenWidth = SL:GetMetaValue("SCREEN_WIDTH", 0) local screenHeight = SL:GetMetaValue("SCREEN_HEIGHT", 0) local parent =

前端Lua

打开前端NPC界面的时候禁止打开装备界面怎么操作

前端Lua

打开界面的时候禁止打开装备界面可以吗

前端Lua

local gongji = 0 local mofa = 0 local daoshu = 0 local max = 0 if self._itemData.Values[1].Id == 2 then gongji = self._itemData.Values[1].Value or 0 end if self._itemData.Values[2].Id == 3 then mofa = self._itemData.Values[2].Value or

前端Lua

-print] [07:00:05-201] ---------------------------------------------------- [LUA-print] [07:00:06-764] [GUI LOG] SendLuaMsg 10000 1 2 3 Hello World, This engine, for Lua! [LUA-print] [07:00:06-850] ---------------------------------------- [LUA-print]

前端Lua

[LUA-print] ---------------------------------------- [LUA-print] LUA ERROR: target is nil value [LUA-print] stack traceback: [string "scripts/GUI/GUI.lua"]:101: in function 'CheckIsInvalidCObject' [string "scripts/GUI/GUI.lua"]:2540:

前端Lua

SL:print("打开天命界面") local function destinyHandler(i) -- 这里的buttonIndex就是传递过来的i值 SL:print("点击了按钮:", i) -- 其他处理逻辑... end for i = 1, 13 do local btn = GUI:getChildByName(PlayerEquip._ui.destiny_list, "btn_"..i) GUI:addOnClic

前端Lua

for i = 1, 13 do local btn = GUI:getChildByName(PlayerEquip._ui.destiny_list, "btn_"..i) GUI:addOnClickEvent(btn, function() SL:Require("qianduan/button/destiny.lua", true) end) end 怎么把i这个参数带到destiny.lua文件里

前端Lua

[LUA-print] ---------------------------------------- [LUA-print] LUA ERROR: target is invalid cobj [LUA-print] stack traceback: [string "scripts/GUI/GUI.lua"]:110: in function 'CheckIsInvalidCObject' [string "scripts/GUI/GUI.lua"]:147

前端Lua

[LUA-print] ---------------------------------------- [LUA-print] LUA ERROR: target is invalid cobj [LUA-print] stack traceback: [string "scripts/GUI/GUI.lua"]:110: in function 'CheckIsInvalidCObject' [string "scripts/GUI/GUI.lua"]:147

前端Lua

-- 角色面板 装备 PlayerEquip = {} PlayerEquip._ui = nil -- 13 斗笠位置比较特殊 属于和头盔位置同部位 -- 要斗笠和头盔分开 需要设置Panel_pos13为显示 PlayerEquip.showModelCapAndHelmet = false -- 斗笠和头盔分开情况下 模型是否显示 斗笠头盔 PlayerEquip.posSetting = {} PlayerEquip._hideNodePos = {} PlayerEquip.R

前端Lua

-- 切换天命界面的显示状态 local destiny_bg = PlayerEquip._ui.destiny_bg local isVisible = GUI:getVisible(destiny_bg) if GUI:Win_IsNull(destiny_bg) then SL:print("错误:destiny_bg 控件对象无效或为空") return end -- 切换可见性 GUI:setVisible(destiny_bg, not isVisible) -